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Old 11-07-2013, 12:35 PM   #21
Christopher R. Rice
 
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

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Originally Posted by Varyon View Post
For truly permanent effects, you could do worse than simply creating the spell with a Duration of Instantaneous, then spending character points (at a rate of [1]/25 energy) to make it permanent.
Interesting thought. I don't know if I'd allow that, or even price it like that. Supers and Impulse buys suggest different rates that CP need to be spent, depending on the effect of what you are doing. Hmmm. This must be pondered.
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Old 11-07-2013, 12:55 PM   #22
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

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Originally Posted by Ghostdancer View Post
Interesting thought. I don't know if I'd allow that, or even price it like that. Supers and Impulse buys suggest different rates that CP need to be spent, depending on the effect of what you are doing. Hmmm. This must be pondered.
Alternatively, I think magic items are already meant to be permanent, so making one that automatically renews the spell might be possible. Building it as an amulet that grants an always-on Ally Advantage (probably with Minion and optionally with Special Abilities), where the Ally simply has sufficient Magery and skill to maintain the spell every so often, would probably work. It also gives a good way to dispel it - destroy the amulet, thereby preventing it from continuing to renew the spell.

EDIT: The problem with this, of course, is that a spell that makes the crops grow a bit faster and one that selectively destroys anyone not bearing the Royal Crest upon crossing the gateway cost exactly the same amount of character points to make permanent, effectively making the Permanence effect one with a set character point cost...

Last edited by Varyon; 11-07-2013 at 12:58 PM.
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Old 11-07-2013, 01:01 PM   #23
Christopher R. Rice
 
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

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Originally Posted by Varyon View Post
Alternatively, I think magic items are already meant to be permanent, so making one that automatically renews the spell might be possible. Building it as an amulet that grants an always-on Ally Advantage (probably with Minion and optionally with Special Abilities), where the Ally simply has sufficient Magery and skill to maintain the spell every so often, would probably work. It also gives a good way to dispel it - destroy the amulet, thereby preventing it from continuing to renew the spell.

EDIT: The problem with this, of course, is that a spell that makes the crops grow a bit faster and one that selectively destroys anyone not bearing the Royal Crest upon crossing the gateway cost exactly the same amount of character points to make permanent, effectively making the Permanence effect one with a set character point cost...
I'd ignore magic items - they already have their own system. I'm still not sold that you need a "permanent" effect. You want a permanent effect? Figure out how long the campaign you are in is going to last and then go a century beyond that. This is no different than the GM figuring out how much damage of a given source will appear in his campaign and then declaring that DR that protects up to that amount grants "immunity."
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Old 11-07-2013, 01:21 PM   #24
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

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I'd ignore magic items - they already have their own system. I'm still not sold that you need a "permanent" effect. You want a permanent effect? Figure out how long the campaign you are in is going to last and then go a century beyond that. This is no different than the GM figuring out how much damage of a given source will appear in his campaign and then declaring that DR that protects up to that amount grants "immunity."
It's color sometimes for people. Vanity is an important thing. Someone will buy a perk if a quirk says they are a ninja, despite investing in all the skills, attributes, and advantages a ninja might have.

Someone knowing that if they do something, it'll still be there in thousands of years to come can be important. And in the particular case of what this person wanted to do "Mutate people so they become creatures they wanted in their own image" and know in 5000 years the planet might be full of them, then I don't question the reason for why they want to do it, I just give them rules for doing it if that makes sense.
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Old 11-07-2013, 01:32 PM   #25
Christopher R. Rice
 
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

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Originally Posted by GodBeastX View Post
It's color sometimes for people. Vanity is an important thing. Someone will buy a perk if a quirk says they are a ninja, despite investing in all the skills, attributes, and advantages a ninja might have.

Someone knowing that if they do something, it'll still be there in thousands of years to come can be important. And in the particular case of what this person wanted to do "Mutate people so they become creatures they wanted in their own image" and know in 5000 years the planet might be full of them, then I don't question the reason for why they want to do it, I just give them rules for doing it if that makes sense.
Mutating people is changing their racial templates and then requiring them to spend points on their new template. It's a reason to change and spend points. I don't see any reason why you can't keep traits bestowed by RPM spells if they are replicable with advantages. Just buy the new traits normally.
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Old 11-07-2013, 01:46 PM   #26
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

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I don't see any reason why you can't keep traits bestowed by RPM spells if they are replicable with advantages. Just buy the new traits normally.
I pretty much agree with this idea, I think the issue might be for some people is that they are not combining RPM system much yet with Power Talents or Power Talent Trees of some sort to create permanent alterations. If you want your fire elementalist specialist to have truly mastered fire magic to the point that it is instinctive it seems fair to for example let the caster buy into the Heat/Fire power talent from powers.

Perhaps every point of relative skill in a magical path might allow you to purchase one level of a power talent from a list provided by the gm. So the energy specialist could chosse a level in any of the "Energy Talents" (gravity, fire, cold etc).
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Old 11-07-2013, 01:53 PM   #27
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Default Re: [RPM/Thaumatology] Ogham Tree Magic

Pretty much.
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